• Title/Summary/Keyword: game use

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GPU-based dynamic point light particles rendering using 3D textures for real-time rendering (실시간 렌더링 환경에서의 3D 텍스처를 활용한 GPU 기반 동적 포인트 라이트 파티클 구현)

  • Kim, Byeong Jin;Lee, Taek Hee
    • Journal of the Korea Computer Graphics Society
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    • v.26 no.3
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    • pp.123-131
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    • 2020
  • This study proposes a real-time rendering algorithm for lighting when each of more than 100,000 moving particles exists as a light source. Two 3D textures are used to dynamically determine the range of influence of each light, and the first 3D texture has light color and the second 3D texture has light direction information. Each frame goes through two steps. The first step is to update the particle information required for 3D texture initialization and rendering based on the Compute shader. Convert the particle position to the sampling coordinates of the 3D texture, and based on this coordinate, update the colour sum of the particle lights affecting the corresponding voxels for the first 3D texture and the sum of the directional vectors from the corresponding voxels to the particle lights for the second 3D texture. The second stage operates on a general rendering pipeline. Based on the polygon world position to be rendered first, the exact sampling coordinates of the 3D texture updated in the first step are calculated. Since the sample coordinates correspond 1:1 to the size of the 3D texture and the size of the game world, use the world coordinates of the pixel as the sampling coordinates. Lighting process is carried out based on the color of the sampled pixel and the direction vector of the light. The 3D texture corresponds 1:1 to the actual game world and assumes a minimum unit of 1m, but in areas smaller than 1m, problems such as stairs caused by resolution restrictions occur. Interpolation and super sampling are performed during texture sampling to improve these problems. Measurements of the time taken to render a frame showed that 146 ms was spent on the forward lighting pipeline, 46 ms on the defered lighting pipeline when the number of particles was 262144, and 214 ms on the forward lighting pipeline and 104 ms on the deferred lighting pipeline when the number of particle lights was 1,024766.

The Impact of Market Environments on Optimal Channel Strategy Involving an Internet Channel: A Game Theoretic Approach (시장 환경이 인터넷 경로를 포함한 다중 경로 관리에 미치는 영향에 관한 연구: 게임 이론적 접근방법)

  • Yoo, Weon-Sang
    • Journal of Distribution Research
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    • v.16 no.2
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    • pp.119-138
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    • 2011
  • Internet commerce has been growing at a rapid pace for the last decade. Many firms try to reach wider consumer markets by adding the Internet channel to the existing traditional channels. Despite the various benefits of the Internet channel, a significant number of firms failed in managing the new type of channel. Previous studies could not cleary explain these conflicting results associated with the Internet channel. One of the major reasons is most of the previous studies conducted analyses under a specific market condition and claimed that as the impact of Internet channel introduction. Therefore, their results are strongly influenced by the specific market settings. However, firms face various market conditions in the real worlddensity and disutility of using the Internet. The purpose of this study is to investigate the impact of various market environments on a firm's optimal channel strategy by employing a flexible game theory model. We capture various market conditions with consumer density and disutility of using the Internet.

    shows the channel structures analyzed in this study. Before the Internet channel is introduced, a monopoly manufacturer sells its products through an independent physical store. From this structure, the manufacturer could introduce its own Internet channel (MI). The independent physical store could also introduce its own Internet channel and coordinate it with the existing physical store (RI). An independent Internet retailer such as Amazon could enter this market (II). In this case, two types of independent retailers compete with each other. In this model, consumers are uniformly distributed on the two dimensional space. Consumer heterogeneity is captured by a consumer's geographical location (ci) and his disutility of using the Internet channel (${\delta}_{N_i}$).
    shows various market conditions captured by the two consumer heterogeneities.
    (a) illustrates a market with symmetric consumer distributions. The model captures explicitly the asymmetric distributions of consumer disutility in a market as well. In a market like that is represented in
    (c), the average consumer disutility of using an Internet store is relatively smaller than that of using a physical store. For example, this case represents the market in which 1) the product is suitable for Internet transactions (e.g., books) or 2) the level of E-Commerce readiness is high such as in Denmark or Finland. On the other hand, the average consumer disutility when using an Internet store is relatively greater than that of using a physical store in a market like (b). Countries like Ukraine and Bulgaria, or the market for "experience goods" such as shoes, could be examples of this market condition. summarizes the various scenarios of consumer distributions analyzed in this study. The range for disutility of using the Internet (${\delta}_{N_i}$) is held constant, while the range of consumer distribution (${\chi}_i$) varies from -25 to 25, from -50 to 50, from -100 to 100, from -150 to 150, and from -200 to 200.
    summarizes the analysis results. As the average travel cost in a market decreases while the average disutility of Internet use remains the same, average retail price, total quantity sold, physical store profit, monopoly manufacturer profit, and thus, total channel profit increase. On the other hand, the quantity sold through the Internet and the profit of the Internet store decrease with a decreasing average travel cost relative to the average disutility of Internet use. We find that a channel that has an advantage over the other kind of channel serves a larger portion of the market. In a market with a high average travel cost, in which the Internet store has a relative advantage over the physical store, for example, the Internet store becomes a mass-retailer serving a larger portion of the market. This result implies that the Internet becomes a more significant distribution channel in those markets characterized by greater geographical dispersion of buyers, or as consumers become more proficient in Internet usage. The results indicate that the degree of price discrimination also varies depending on the distribution of consumer disutility in a market. The manufacturer in a market in which the average travel cost is higher than the average disutility of using the Internet has a stronger incentive for price discrimination than the manufacturer in a market where the average travel cost is relatively lower. We also find that the manufacturer has a stronger incentive to maintain a high price level when the average travel cost in a market is relatively low. Additionally, the retail competition effect due to Internet channel introduction strengthens as average travel cost in a market decreases. This result indicates that a manufacturer's channel power relative to that of the independent physical retailer becomes stronger with a decreasing average travel cost. This implication is counter-intuitive, because it is widely believed that the negative impact of Internet channel introduction on a competing physical retailer is more significant in a market like Russia, where consumers are more geographically dispersed, than in a market like Hong Kong, that has a condensed geographic distribution of consumers.
    illustrates how this happens. When mangers consider the overall impact of the Internet channel, however, they should consider not only channel power, but also sales volume. When both are considered, the introduction of the Internet channel is revealed as more harmful to a physical retailer in Russia than one in Hong Kong, because the sales volume decrease for a physical store due to Internet channel competition is much greater in Russia than in Hong Kong. The results show that manufacturer is always better off with any type of Internet store introduction. The independent physical store benefits from opening its own Internet store when the average travel cost is higher relative to the disutility of using the Internet. Under an opposite market condition, however, the independent physical retailer could be worse off when it opens its own Internet outlet and coordinates both outlets (RI). This is because the low average travel cost significantly reduces the channel power of the independent physical retailer, further aggravating the already weak channel power caused by myopic inter-channel price coordination. The results implies that channel members and policy makers should explicitly consider the factors determining the relative distributions of both kinds of consumer disutility, when they make a channel decision involving an Internet channel. These factors include the suitability of a product for Internet shopping, the level of E-Commerce readiness of a market, and the degree of geographic dispersion of consumers in a market. Despite the academic contributions and managerial implications, this study is limited in the following ways. First, a series of numerical analyses were conducted to derive equilibrium solutions due to the complex forms of demand functions. In the process, we set up V=100, ${\lambda}$=1, and ${\beta}$=0.01. Future research may change this parameter value set to check the generalizability of this study. Second, the five different scenarios for market conditions were analyzed. Future research could try different sets of parameter ranges. Finally, the model setting allows only one monopoly manufacturer in the market. Accommodating competing multiple manufacturers (brands) would generate more realistic results.

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  • Use of Microwave Range and Oven, and Change on Dietary Type (전자렌지, 오븐의 이용과 식생활의 변화)

    • 김명애
      • Korean journal of food and cookery science
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      • v.9 no.1
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      • pp.1-6
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      • 1993
    • The possession of microwave range, oven and oven-microwave range has been greatly increased with 88 Seoul Olympic Game as a momentum, and the possession rate was by 68%. The respondent answered the function of microwave range to be more necessary than that of oven, and the two household commodities have been mostly used to reheat and heat simply prepared frozen foods. The 35% among total respondent wished to cook the prepared frozen foods like pizza, but the 87% prefered to cook bakery. The frequencies of the use of oven were 35%, 35% for cooking premix and raw materials, and 20%, 20% for cooking half-prepared and prepared foods, respectively. The respondent of 39% was interested in premix foods as a future preference for food forms, and the respondent with interest in half-prepared food was 30%, but the preference for raw materials and prepared foods showed a trend to be decreased. The respondent of 60ft had eaten out six times week, and 50% had eaten instant and fast foods 1~3 times week. As the results of this survey, most of consumers prefer to more convenient foods. Therefore, it is expected that the function of oven and microwave range would be widely useful if various foods are improved with regards to convenience for use and preference.

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    A Study on Meta-Reality Experience at a Gallery through the Interactivity of New Media Art (뉴미디어 아트의 상호 작용성을 통한 미술관에서의 메타현실 체험 연구)

    • Kim, Tae-Eun
      • The Journal of the Convergence on Culture Technology
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      • v.4 no.3
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      • pp.113-125
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      • 2018
    • In recent years, new media art is developing to play its roles as a means of remediation to overturn, reuse, and alter the old technologies rather than technology-dependent art to accept new technologies and use them as artistic tools. Here, the concept of new should mean looking at the old technologies in an indirect way and finding new meanings in them rather than presenting new technologies. The starting point of this study was the concept of spatialization in which the concept of new media art would externalize games from inside to outside the screen in gamification-applied spaces. Participatory new media art adds a platform for viewer's participation and utilizes the entire space of the exhibition hall instead of allowing for simple viewing at the exhibition hall. The study focused on the changes and phenomena in the process of games belonging to the artistic space through the interactivity of gamification. Here, the premise was that gamification meant the "spatialization of games." The study examined several cases of games being altered in the spatialization process to figure out interactivity for viewers and developmental directions for interface design at a gallery.

    Human Exposures to Various Electromagnetic Forces : Measurement of Electromagnetic Force for Future Epidemiological Study (각종 전자파에 의한 인체의 노출 : 역학조사를 위한 전자파 측정)

    • Kim, Deok-Won;Ryu, Chang-Yong;Yoon, Hyung-Ro
      • Journal of Biomedical Engineering Research
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      • v.16 no.2
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      • pp.191-200
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      • 1995
    • Although air, water, and noise pollutions have been widely recognized, electromagnetic forces (EMF) hazard has been rarely recognized as a pollution and very little studies has been done in this country. Thus, in this study electromagnetic forces radiated by various home appliances, office machines, and communication equipments were measured and so were several places radiating strong EMF such as subway stations and electric substations. Among the home appliances microwave oven radiates lots of magnetic field and microwaves, and electric mattress does strong magnetic field. In video game room strong magnetic and considerable electric fields were measured. It was observed strong magnetic field inside of electric powered train and very strong magnetic and electric fields on some platforms. Hand-phone and car-phone radiate very hazardous level of microwaves to brain and that they rapidly come into wide use. In this study data base for various electric machines and places radiating strong EMFs were constructed and could be used for future epidemiological studies.

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    Exposure Assessment of Extremely Low Frequency Magnetic Fields by variable exposure matrices for the Selected Primary Schoolchildren Living Nearby and Away from a Overhead Transmission Power Line (다양한 노출 매트릭스를 통한 송전선로 주변과 비 주변 거주 초등학교 학생의 극저주파 자기장 노출량 평가에 관한 연구)

    • Kim, Yoon Shin;Hyun, Youn Joo;Choi, Seong Ho;Lee, Chul Min;Roh, Young Man;Cho, Yong Sung;Hong, Seung Cheol
      • Journal of Korean Society of Occupational and Environmental Hygiene
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      • v.16 no.4
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      • pp.334-345
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      • 2006
    • The objectives of this study were to analyze and compare 24 hrs personal exposure levels of MF at microenvironments such as home, school, educational institute, internet pc game room, transportation, and other places according to time activity patterns using various metrics for children attending the primary schools located near and away from the power lines, and to characterize the major microenvironments and impact factors attributed personal exposure level. The study was carried out for 44 children attending a primary school away from the lines(school A) and 125 children attending a school away from 154 kV power lines(school B), all who aged 12 years and were 6 grade, from July 2003 to December 2003. All participants filled in a questionnaire about characteristics, residence, use of electrical appliances and others. Children wore a small satchel in which EMDEX II and Lite (Enertech, Co. Ltd) and a diary of activity list for period of registration in 20 minutes blocks. All statistical calculations were made with the SAS System, Releas 6.12. The summary of results was presented below. First, about the characteristics of subjects, there no differences between two groups. The subject almost spent about 56 % of their time at home and about 20~25 % of their time at school. Fifty percent of children spent 2 hours at private educational institutes. Second, the personal exposure measurements of children in school B was statistically higher than those of children in school A by various metrics such as arithmetic mean, geometric mean, percentile(5, 25, 50, 75, 95), maximum, rate of change metric, constant field metric. The arithmetic and geometric mean magnetic fields during the time the children were at school B were 0.98 and $0.86{\mu}T$ and were about 23 times higher than those of children were at school A. In conclusion, the significant major determinants of personal exposure level is the distance from the power line to microenvironments.

    Exchange Rate Changes Cause Conflicting Effects on Improving the Quality and Increasing Market Share of Eco-friendly Vehicles (환율 변화의 친환경 자동차 품질 향상과 시장점유율 확대에 대한 상충효과)

    • Seo, Cheong-Seog
      • Environmental and Resource Economics Review
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      • v.29 no.3
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      • pp.313-333
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      • 2020
    • This paper shows that when the exchange rate changes, there are conflicting effects on improving the quality and increasing market share of eco-friendly vehicles. In a vertically differentiated duopoly model consisting of high quality clean cars and low quality internal combustion engine cars, I set up a two-stage noncooperative game under perfect information that the quality levels and the prices of the cars are competitively determined. The vehicles are assumed to be produced in countries that use distinct currencies. When the exchange rate of the country that produces low quality cars rises, the producer prefers to intensify competition due to the relatively lowed cost, and the incentive for quality improvement arises from the intension of attempting to reduce the degree of differentiation of quality level. At this time, the clean car manufacturing firm tries to avoid competition due to weakened competitiveness, and increases the quality level to expand quality differentiation. However, in this case, the market share of eco-friendly vehicles shrinks. On the other hand, if the exchange rate changes in the opposite direction, the market share of eco-friendly vehicles is expected to increase, but the quality of both cars are deteriorated, causing a conflict effect.

    Allocation Methods for Port Incentives at Gwangyang Port (항만 인센티브 배분방법 설계 - 광양항을 중심으로)

    • Sung, Souk-Kyung;Park, Byung-In
      • Journal of Korea Port Economic Association
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      • v.29 no.2
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      • pp.1-17
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      • 2013
    • This paper aims to review the fairness of carriers' incentive schemes at Gwangyang port in 2010 and to show the desirable incentive allocation rules using the proportional and egalitarian rules under cooperative game theory. The carriers' incentive schemes at Gwangyang port in 2010 did not meet the no-envy and the efficiency, and satisfy the symmetry axiom. According to the research findings, the equal surplus method satisfies the axioms of equity, efficiency, symmetry, and progressivity. However, the uniform losses method meets the axioms of equity, efficiency, symmetry, and regressivity. We use a single allocation criterion of the total throughput to show the regressivity and the symmetry principles into the incentive scheme instead of using multiple criteria such as total throughput, increased volume, and coastal volume. The uniform losses method based on the total throughput can distribute the incentive amount according to the intent of the incentive schemes. Hence, we need to establish a rationing system to allocate reasonably the total amount of different types of incentives, avoiding the temptation to adjust the volume shipped between the ports of carriers considering the efficiency of allocation.

    Game Contents of Ubiquitous UCC with Participation (참여형 UCC를 통한 유비쿼터스 UCC놀이콘텐츠 시스템개발 - 모바일 기반 콘텐츠를 중심으로(J.E.N))

    • Kim, Jin-Sik;Park, In-Seok;Yang, Seung-Mu
      • 한국HCI학회:학술대회논문집
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      • 2008.02b
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      • pp.47-52
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      • 2008
    • J.E.N(Joint Enjoyment Network) is the ubiquitous UCC play contents system that provides amusements off-line by utilizing the UCC that people are able to participate in. It is also the entertainment service system that is devised to use contents that could be enjoyed through the cell phone and to make people participate in production, in cases of meeting people off-line during their pastime. The development of this system begins from pointing out the problem of the limitation of the UCC that does participate in production but the produced contents could only be watched, and the UCC only works on-line. The goal of researching this ubiquitous UCC play contents is to suggest the UCC entertainment service system that are available off-line by applying the interactive system to UCC and, by this, to obtain the positive responses about the off-line participating UCC contents. In this research, it chooses scenario and 테스크 performance as the method of deriving the participating UCC from the off-line, and it suggests the ubiquitous UCC play contents system through analyzing the behaviors in each off-line place. Moreover, by developing the prototype that could practically perform the system, it verifies the potentialities of the UCC entertainment service. The anticipation of this study is to make people participate and enjoy not only in production, but also in the contents made. This research will provide the modern people who concern about where to go and what to do with the amusements and will also present a way of new form of contents mixed with UCC and the entertainment service.

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    A Study on Exercise Intervention for Improving Physical Activity for the Disabled: From the Perspective of Convergence Device (장애인 신체활동 증가를 위한 운동중재에 관한 연구: 융합형 디바이스 활용 관점에서)

    • Kang, Sunyoung
      • Convergence Security Journal
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      • v.19 no.5
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      • pp.85-90
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      • 2019
    • The purpose of this study is to analyze the trend of exercise intervention applying various devices to increase the physical activity of the disabled, and to suggest the exercise intervention using converged devices that meet the needs of the times due to the increase of elderly people with disabilities. Exercise intervention using converged devices applicable to the disabled is divided into two types: first, exercise intervention using virtual reality-based gamification, and second, exercise intervention based on wearable devices of wearable or body-attached such as bands and watches. For exercise intervention using converged devices that can be enjoyed by the elderly with disability, minimize of environmental limitations, and easy to personalize, there is a need for configuration requirements such as easy operation and simple rules of operation, easy device installation and wearing, a trainer who can complement immature device utilization. In order to maintain and improve the daily living performance of the elderly with disabilities who experience a significant decrease in their cognitive and physical functions, it is necessary to use a physical activity game that can be experienced and can be interested in everyday life or a variety of devices to increase the amount of physical activity.


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